-/* $Id: attrib.c,v 1.32 2000/10/30 16:32:42 brianp Exp $ */
+/* $Id: attrib.c,v 1.36 2000/11/22 07:32:16 joukj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
- *
+ *
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
#include "mem.h"
#include "simple_list.h"
#include "texstate.h"
-#include "types.h"
+#include "mtypes.h"
#endif
dest->MaxLod = src->MaxLod;
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
- dest->P = src->P;
- dest->M = src->M;
- dest->MinMagThresh = src->MinMagThresh;
+ dest->_P = src->_P;
+ dest->_M = src->_M;
dest->Palette = src->Palette;
dest->Complete = src->Complete;
- dest->SampleFunc = src->SampleFunc;
}
if (mask & GL_CURRENT_BIT) {
struct gl_current_attrib *attr;
+
+ FLUSH_TNL( ctx, FLUSH_UPDATE_CURRENT );
+
attr = MALLOC_STRUCT( gl_current_attrib );
MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
newnode = new_attrib_node( GL_CURRENT_BIT );
GLuint u;
/* Take care of texture object reference counters */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- ctx->Texture.Unit[u].CurrentD[1]->RefCount++;
- ctx->Texture.Unit[u].CurrentD[2]->RefCount++;
- ctx->Texture.Unit[u].CurrentD[3]->RefCount++;
+ ctx->Texture.Unit[u].Current1D->RefCount++;
+ ctx->Texture.Unit[u].Current2D->RefCount++;
+ ctx->Texture.Unit[u].Current3D->RefCount++;
+ ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
}
attr = MALLOC_STRUCT( gl_texture_attrib );
MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
/* copy state of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]);
- copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]);
- copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]);
+ copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
+ copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
+ copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
}
newnode = new_attrib_node( GL_TEXTURE_BIT );
}
break;
case GL_CURRENT_BIT:
+ FLUSH_TNL( ctx, FLUSH_UPDATE_CURRENT );
MEMCPY( &ctx->Current, attr->data,
sizeof(struct gl_current_attrib) );
break;
(*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index );
(*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
}
- ctx->Enabled &= ~ENABLE_FOG;
- if (ctx->Fog.Enabled) ctx->Enabled |= ENABLE_FOG;
+ ctx->_Enabled &= ~ENABLE_FOG;
+ if (ctx->Fog.Enabled) ctx->_Enabled |= ENABLE_FOG;
}
break;
case GL_HINT_BIT:
(*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
}
if (ctx->Light.ShadeModel == GL_FLAT)
- ctx->TriangleCaps |= DD_FLATSHADE;
+ ctx->_TriangleCaps |= DD_FLATSHADE;
else
- ctx->TriangleCaps &= ~DD_FLATSHADE;
+ ctx->_TriangleCaps &= ~DD_FLATSHADE;
if (ctx->Driver.ShadeModel)
(*ctx->Driver.ShadeModel)(ctx, ctx->Light.ShadeModel);
- ctx->Enabled &= ~ENABLE_LIGHT;
+ ctx->_Enabled &= ~ENABLE_LIGHT;
if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList))
- ctx->Enabled |= ENABLE_LIGHT;
+ ctx->_Enabled |= ENABLE_LIGHT;
break;
case GL_LINE_BIT:
MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
case GL_POLYGON_STIPPLE_BIT:
MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
ctx->NewState |= _NEW_POLYGONSTIPPLE;
- if (ctx->Driver.PolygonStipple)
+ if (ctx->Driver.PolygonStipple)
ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
break;
case GL_SCISSOR_BIT:
(*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
if (ctx->Driver.Enable)
(*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
- ctx->TriangleCaps &= ~DD_STENCIL;
+ ctx->_TriangleCaps &= ~DD_STENCIL;
if (ctx->Stencil.Enabled)
- ctx->TriangleCaps |= DD_STENCIL;
+ ctx->_TriangleCaps |= DD_STENCIL;
break;
case GL_TRANSFORM_BIT:
(*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize );
(*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals );
}
- ctx->Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
- if (ctx->Transform.Normalize) ctx->Enabled |= ENABLE_NORMALIZE;
- if (ctx->Transform.RescaleNormals) ctx->Enabled |= ENABLE_RESCALE;
+ ctx->_Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
+ if (ctx->Transform.Normalize) ctx->_Enabled |= ENABLE_NORMALIZE;
+ if (ctx->Transform.RescaleNormals) ctx->_Enabled |= ENABLE_RESCALE;
break;
case GL_TEXTURE_BIT:
/* Take care of texture object reference counters */
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- ctx->Texture.Unit[u].CurrentD[1]->RefCount--;
- ctx->Texture.Unit[u].CurrentD[2]->RefCount--;
- ctx->Texture.Unit[u].CurrentD[3]->RefCount--;
+ ctx->Texture.Unit[u].Current1D->RefCount--;
+ ctx->Texture.Unit[u].Current2D->RefCount--;
+ ctx->Texture.Unit[u].Current3D->RefCount--;
+ ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
}
MEMCPY( &ctx->Texture, attr->data,
sizeof(struct gl_texture_attrib) );
ctx->NewState |= _NEW_TEXTURE;
/* restore state of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1],
+ copy_texobj_state( ctx->Texture.Unit[u].Current1D,
&(ctx->Texture.Unit[u].Saved1D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2],
+ copy_texobj_state( ctx->Texture.Unit[u].Current2D,
&(ctx->Texture.Unit[u].Saved2D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3],
+ copy_texobj_state( ctx->Texture.Unit[u].Current3D,
&(ctx->Texture.Unit[u].Saved3D) );
copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap,
&(ctx->Texture.Unit[u].SavedCubeMap) );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentCubeMap );
-
+ ctx->Texture.Unit[u].Current1D->Complete = GL_FALSE;
+ ctx->Texture.Unit[u].Current2D->Complete = GL_FALSE;
+ ctx->Texture.Unit[u].Current3D->Complete = GL_FALSE;
+ ctx->Texture.Unit[u].CurrentCubeMap->Complete = GL_FALSE;
}
}
break;
- case GL_VIEWPORT_BIT:
+ case GL_VIEWPORT_BIT:
{
- struct gl_viewport_attrib *v =
+ struct gl_viewport_attrib *v =
(struct gl_viewport_attrib *)attr->data;
ctx->NewState |= _NEW_VIEWPORT;